GW, Nehekhara-based side there, I believe? I'd have expected desert-capability if that was your theme.

More old Undead army book (before they split to vampire counts and tomb kings) themed. Nagash ruling from Cripple Peak situation

Taikei no Yuurei wrote:

It essentially doubles production in exchange for taking 50-100% as long to actually get access to the units. It sounds very powerful, but since army size seems to be much more limited by schmucker production than unit production, I don't think it'll actually change much. Still, as I said, I'm more than willing to modify it or change it out if Shadow doesn't like it.

Heh, and Shadow doesn't like it either. I had thought the egg stats might be a bit too high. Ah well, think I'll change it to +2 points then. Will have to toy with the possibilities a bit.

That's what it seems like TnY, but in turth, it's not really a delay. Let's say you want to pop Stabbers. You take a 1 turn delay to lay the first egg. Then you pop 12 stabbers per turn. Forever. For the cost of a 1 turn delay. It's a huge bonus, especially for the x/turn units.

That's true, I hadn't really considered the consistent production of a single unit type. I was thinking more based around the change. Could maybe work something out where I only get the production boost if I'm changing the unit type from turn to turn... but it still isn't that serious. I had also thought about doing something where I get larava each turn, and can use those to make units, but balancing that properly would be a pain. Ah well, will go with something more 'mundane' then.

In my attempt to find someone to run another Erfworld game for friends of mine that wanted to join this but weren't on when you closed it, I either found GWvsJohn on another site, or someone that uses the same avatar.

_________________Everyone started out a little insaneBut we learn pretty quick how to fake it for the gameBut some of you never learned to drop the actSo under that skin of yours: a heart attack

Well, I can see some big advantages coming from having such a mobile force. A sneak attack on you would certainly be impossible, and your army could basically arrive at any given point at will.... but it is still seriously low combat. I think the main advantage combat wise besides the perfect scouting, would be forcing people to defend their cities alot better in case of surprise attacks. Eh, overall doesn't seem too overly powerful, though certainly has potential to be annoying.

If that special does get approved, I probably will never use stabbers, or pikers. Archers may see use, as my scouts need some way to deal with wall defenders. Knights possibly, I'm not sure how I'm going to build them. Specials are casebycase. Not sure there either.

Alright, I've decided on my side: the traditional dwarf side with an obsession for hammers. Mainly because I have an awesome idea for my city construction - sorry, you'll have to penetrate my defences if you want to find out what it is. My naming convention is synonyms for insults, and hammer related objects/concepts.

Pinheads 5/6/2/5/- (30 + 0)/Mountain Capability (0)Stabber'Pinheads are known for their reckless behaviour and tendency to head-butt their opponents. Like all Downtown units, they sport magnificent beards with dangling hammer charms. Their classification as stabber class is a technicality - they wear pointed helmets.'

Slammer 7/6/3/5/- (20 + 0)/Garrison (0), Mountain Capability (0)Piker'Downtown's preferred method of warfare are giant hammers, meaning Slammers are held in high regard. Each carries a long maul with a cast iron head larger than some Downtown units. Their beards are knotted into the shapes of hammers - they are the epitome of Downtown hammer fanaticism.'

Snub 3/2/0/20/- (30 + 0)/Scout (0), Mountain Capability (0), Tunnels Capability (2)Scout'Snubs are a strange side effect of Downtown's industry - bricks with a thousand legs with a tendency to hurl themselves at people. Close enough to living hammers to get a pass.'

Smasher 14.5/7/7/5/- (90 + 10)/Rider (0), Siege (3), Mountain Capability (0)Knight'Smasher beards are interwoven with metal plates; a giant flailing mass of metal and hair that forms the Smasher's main weapon. Alongside their offensive hammer-hair, they carry warhammers they use to whack stones and skulls alike as weapons. It is said Downtown Smashers invented croquet.'

Hammer-Heads 12.5/2/2/12/- (60 + 10)/Siege (2), Tunnels Capability (2), Burrowing (3), Mountain Capability (0), Speed Boost (2), Beast (0)Beast Class A/B-Special'Hammer-Heads were bred originally as pets to the courtiers of Downtown, but their potential for warfare was discovered after an incident involving three Hammer-Heads and a ladder. Since, these misshapen beasts have served as Downtown's calvary of choice.'

Drip Ship 11/3/3/9/20 (90 + 0)/Water Bound (0)Galley'Downtown units prefer not to get their feet wet, thus their naval units are built to carry them places, not rule the high seas. The Drip Ship is the staple of Downtown's minuscule navy.'

Ruler: Queen BeeSide: The HiveColors: Yellow, BlackLivery: A hornetSide bonus: Increased Scout pop rate, reduced Scout upkeep, increased upkeep every other unitPreferred caster: Thinkamancer(With that many scouts, communications are important)Florist (Flowers!)Non-preferred caster: Shockamancer, SignamancerStabbers: Moths 5/5/3/5 (40) No one knows what they look like. The queen has never used them.Pikers: Drones 10/2/5/5 (Garrison) (30) These soldiers stay at home, but are very hardy.Archers: Turrets 5/7/2/5 (Garrison, Ranged) (40) Automated archers these units rarely if ever leave the city they are popped in. If they do, they grow legs.Scout: Hornet 3/2/2/20 (Scout) (20) Once one has stung the others will come...Knight: 10/8/7/7 (Rider, Ranged) (100+10) Special A: Hive Princess 8/6/2/18 (Leadership, Dancefighting, Speedboost, Speedboost) (70+10) capable of some free thought, these special units assist the queen in her field work.vSpecial B: Comb Crafter 8/2/2/12 (Surveyor, Builder, Fabrication, Burrowing, Speedboost) (70+10) These units are in charge of the upkeep of cities, resource points, and basic crafting.Special C: 17/7/6/16 (Heavy, Packmind, Speedboost, Speedboost, Siege, Ranged) These units avoid having leadership, and are the slowest regularly used units in the queens arsenal. Even so, their ability to take down walls from range is invaluable.Special D: Giant Ticks 16/14/8/19 (Speedboost+, Sonic Breath, Toxin, Earthshaker) These units hit hard, move fast (about as fast as the rest of the queen's forces), and are generally awesome at killing stuff. Not even walls can stand up to these units attacks.

Last edited by understandslittle on Sat Sep 07, 2013 11:52 pm, edited 1 time in total.

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